When any individual finds their aptitude for archery to be greater than all those around them they tend to seek out this class to further their astounding powers with a bow by imbuing each arrow they shoot with magic, giving them both deadly accuracy and explosive results.

<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the <-Master Spell-Archer->.

Weapon and Armor Proficiency: A spell-archer is proficient
with all simple and martial weapons, light armor, medium
armor, and shields.

Enhance Arrow (Su): At 1st level, every nonmagical arrow a
Spell-Archer nocks and lets fly becomes magical, gaining a +1 enhancement
bonus. Unlike magic weapons created by normal
means, the archer need not spend experience points or gold pieces
to accomplish this task. However, an archer’s magic arrows only
function for her. For every two levels the character advances past
1st level in the prestige class, the magic arrows she creates gain +1
greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at
7th level, and +5 at 9th level).

Imbue Arrow (Sp): At 2nd level, a Spell-Archer gains the ability
to place an area spell upon an arrow. When the arrow is fired, the
spell’s area is centered on where the arrow lands, even if the spell
could normally be centered only on the caster. This ability allows
the archer to use the bow’s range rather than the spell’s range. It
takes a standard action to cast the spell and fire the arrow. The arrow
must be fired in the round the spell is cast, or the spell is wasted.

The Essence of Speed (Ex): A Spell-Archer ignores the -2 penalty for arrows using the Rapid Shot feat.

Curve Shot (Ex): The Spell-Archer bow will slightly curve to follow the path of an enemy, effectively adding a +2 modifier to his attack roll and +1 modifier to damage.

Seeker Arrow (Sp): At 4th level, a Spell-Archer can launch an
arrow once per day at a target known to her within range, and the
arrow travels to the target, even around corners. Only an unavoidable
obstacle or the limit of the arrow’s range prevents the arrow’s
flight. For example, if the target is within a windowless chamber
with the door closed, the arrow cannot enter. This ability negates
cover and concealment modifiers, but otherwise the attack is
rolled normally. Using this ability is a standard action (and shooting
the arrow is part of the action).

Phase Arrow (Sp): At 6th level, an Spell-Archer can launch an
arrow once per day at a target known to her within range, and the
arrow travels to the target in a straight path, passing through any
nonmagical barrier or wall in its way. (A wall of force, a wall of fire, or
the like stops the arrow.) This ability negates cover, concealment,
and even armor modifiers, but otherwise the attack is rolled normally.
Using this ability is a standard action (and shooting the
arrow is part of the action).

Sniper (Ex): A Spell-Archer practices at always hitting his target no matter the distance. You ignore range penalties up to two times the range increment.

Hail of Arrows (Sp): In lieu of her regular attacks, once per day a
Spell-Archer of 8th level or higher can fire an arrow at each and
every target within range, to a maximum of one target for every
arcane archer level she has earned. Each attack uses the archer’s
primary attack bonus, and each enemy may only be targeted by a
single arrow.

Bounce Shot (Ex): The Spell-Archer can bounce his arrows of objects such as shields, rocks, or trees to hit a target, if the target can not see the bow master fire he is considered flat-footed. For each additional bounce after the first two bounces you suffer a -2 modifier to attack roll and a -2 modifier to damage.

Arrow of Death (Sp): At 10th level, a Spell-Archer can create an
arrow of death that forces the target, if damaged by the arrow’s
attack, to make a DC 20 Fortitude save or be slain immediately. It
takes one day to make an arrow of death, and the arrow only functions
for the Spell-Archer who created it. The arrow of death lasts
no longer than one year, and the archer can only have one such
arrow in existence at a time.

Maestro (Ex): The Spell-Archer intense dedication to his training has finally paid off. He is now a Maestro of the art of Bow. The Bow master ignores the cumulative -2 penalty of the Manyshot feat.

Spellcasting: At <-each level? each level after first? Xth and Yth levels?->, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one <-divine? arcane? prepared? spontaneous?-> spellcasting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Spells: To cast a particular spell, you must have 10 + you Wisdom and Intelligence Bonus's of at least 10 + the spell's level. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Wisdom and Intelligence bonus (if any).

You cast spells as a <-similar spellcasting class-> does. Being a Spell-Archer you are limited to using your gained spells above spell level 0 to Imbue Arrows, but because of this you are not subject to a Spell Failure % from armor since your spells are placed on arrows. Table: <-class name-> Spells Known, below, details how many spells you can learn at each level. An epic Master Spell-Archer’s number of spells per day does not increase after 10th level. Choose your spells from the following list:

Additionally Levels in Master Spell-Archer count as two levels in the fighter class when determining feat selection, and receive two added feats at levels 1,2,4,6,8,and 10. Because of this bonus feats normally given every three levels is negated and no bonus feats are given due to the dedication and concentration a Master Spell-Archer must give to his craft.

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Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->

DC

Result

11

Some say you can fire a spell through an arrow.

16

There are whispers of human archers that have learned to cast spells through arrows.

21

<-very rare information->.

26

<-information so obscure that members of this class might not even know it->.

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